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GeoKureli

297 Game Reviews

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I like the Atari-esque aesthetic, but I don't have a clear goal, I scavenged a bunch of room and I went right as far as i could. I also never used the girl. would be cool to see it expanded because it's just too light right now

IXthe2nd responds:

I did feel like I could've done more with her, did consider throwing her out, but I did wanted to keep her. :>

I never really felt like I was in control, it was utter chaos up until the last infected person. being a mayor is hard...

Controls felt nice all around, except I probably would have taken out the run button and just made them always run. I saw no real reason to distribute masks or anything and focus on the cure. All in all good game, but it felt a little unfair, which is probably true to life.

Nearly full points for the use of the theme, since it's incredibly relevant to the virus, but I don't see a connection to "Alone Together" specifically

Fat-Leech responds:

Thanks a lot for the detailed feedback!

I feel you about the run button, I didn't want to take it out completely because it can be tricky to move in the virus without touching it if the speed is too high, but I do agree that it becomes tedious to always hold it down. I thought about making it toggle instead of being held down but didn't have time to implement.

The distribution of objects was another mechanic I needed to work more on.
I tried to incentivize players on distributing by making the NPCs reward you with money when receiving items, however the reward was too low (1 to 5 coins) and you could also get 1 to 3 coins from NPCs by letting them die (plus any amount they gathered).
I should have increased the amount of coins given as reward by a lot and increased the money needed for a cure by a little, then the strategy would have probably made more sense.

The theme bit also resonated with me, I wanted to meet the theme by making the user be the only one able to take action (alone) but in a city full of other people (together) but I failed to communicate it in the game.

Thanks again for playing the game and taking the time to offer precious feedback :]

great art, great controls, really cool idea, but in the end it feels utterly tedious. levels 1-4 felt entirely reactive, with no forward thinking, and it took so long to play these levels so I just stopped playing.

it's a shame, though because otherwise it's graphically, technically and audio....ally well tuned and well crafted

drewby-games responds:

I spent more time on implementation than on level design. So that's understandable. Though I had non gamer friends "lose" as early as level 2. I plan to design some levels now that the jam is over :)

If your looking for the best puzzle, it's house 5.
Thanks for playing!

I got excited when I thought you were gonna use FlxReplay to make every previous car drive while I'm driving a new one, but I never saw another vehicle until the end, and then I assume I was supposed to hit him, but I didn't. cool idea but the execution 100% failed in my playthrough. would love to see it tuned a bit more. graphics were good and the story was unfolding in a cool way, at moments

Cute and light-hearted, I laughed at the crack jelly. For most of the sections I felt like i wasn't being clever but rather just exploiting the janky physics it got cooler when I could kill people but the sword hitbox could be more forgiving

Edit: I didn't get either medal :(
Edit 2: I did :)

3p0ch responds:

Weird, the only place that should require anything that might seem janky would be the right-middle screen where you've got to time it so the dude hits an obstacle as he's chasing you. Otherwise they all have jank-less solutions:

[SPOILER ALERT: QUIT READING UNLESS YOU'RE STUCK OR HAVE ALREADY FINISHED THE GAME]

Upper left screen: easy to go down, just need the sword to go right

Middle left screen: if you're going Top to Right, trap the guy on the left before you go right. If you're going the other way, just get behind the ridge asap

Center screen: if you're coming from the left, run up to trap the guy by the barrels and plant and then you can either run down with any character or if you have Maxine go straight right at the height of the right arrow. If you're coming from the bottom you should only be able to go left and not directly right even with Maxine. If you're coming from the right then you should have Batshit by now and be able to kill him

Bottom middle screen: start running left, and as the guy runs up around the edge of the "town" to chase you run right so he traps himself in the center of the town, then run clockwise around it and you can reach the arrow

Bottom left screen: pretty much run around the perimeter of the screen counterclockwise, you should be able to trap the dude in the opposite pocket after getting Maxine

Middle right screen: run with Maxine and make sure the dude runs into a rock as he's chasing you

Bottom right screen: start running right a little so the dude gets trapped with the bushes just above and left of him, then run all the way left and only down enough to get him trapped in a pair of bushes just to the left of and below him, then run along the bottom of the screen going right until you trap him in bushes below and to the right of him. Once you get Batshit you can just kill him.

Top middle screen: you gotta go in with Batshit, enter the bottom of the rocks through the middle, go left (but not all the way left so the dude doesn't run past the row of rocks near the top) and up one level. When you're there, that will be the kill zone -- walk right to bring the dude down until he's just above you, then the one part of the game that takes real sillz where you have to go left to bring the guy down the vertical path with three rocks to his right and quickly get yourself turned around so you can kill him

If there are janky ways of getting through that don't involve doing that, then I... uh... ... totally meant to put extra solutions into the game to reward players' creativity :3

Awesome idea! a neat puzzle and very educational and relevant. for most levels, I found myself relying on an easier starting scenario moreso than using strategy, especially on the last level which I thought felt unfair.

Really neat shooter/platformer, I'd love to see this expanded further but I thought the jam's theme was just kinda forced in at the end

VascoF responds:

Thanks for the review. I guess my idea for the game didn't really pass through as I expected. The whole idea was that you were in a very depressing and lonely situation most of the game, and at the end you discover that there were many teammates in the same situation and you all came together in the end. This was meant to be analogous to the pandemic situation we're going through now. I thought it was a great match for the theme.

That click feels so awesomely responsive! love the stacked sprites style. I didn't get to fish with another person :(. would be cool if there were more fish AI

austineast responds:

Ill fish with ya anytime! and agreed, It'd be great to come back post-jam and add a variety of fish

I couldn't get into in. I'm never a fan a split attention games, maybe it's a ADD thing but it always just feels slow and tedious, sry

BenedictFogwell responds:

Sok, thank you for playing!

Best atmosphere of any game in the jam. really cool story and the music was perfect. there's way too much back-tracking but I might've gone about it in a stupid way.

ninjamuffin99 responds:

bless ya george

the backtracking i definitely coulda made nicer, but oopsies live and learn baby

Wholesome AF

George @GeoKureli

Age 35

Corporate shill

Chicago

Joined on 4/1/03

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